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Please help me with Tables.
by Two.E ·Replace the text "Row" and type what row. These can also be attribute values. -
Click !!!!!!
by Icebox ·But if it doesn't then try another method , look into the video tutorial hopscotch shared , or try doing it with a game attribute -
Click !!!!!!
by Maybe i am me ·(Quote) -
Click !!!!!!
by Icebox ·But if they will remain in the same position the whole game , and you want one of them to trigger , you can add a game attribute and change it depending on when you want the actions to trigger. For ex -
State of GameSalad on 7-19-2017 (Web Version Semi-open Beta)
by adent42 ·@Icebox looks like there's a bug. You can set default scene attributes using "change attribute" from a prototype, but right now using a scene attribute in an expression is broken (bu -
State of GameSalad on 7-19-2017 (Web Version Semi-open Beta)
by ForumNinja ·* Ability to import custom collisions -
Multiplying the Score
by eligames ·How do I make the game.pointsPerBall attribute and where do I put it? -
Attribute Equaling another Attribute
by tatiang ·Use a constraint when you have a fluid value such as rotation, position, or velocity. If you're simply changing an integer value such as a score, you don't need to constrain (constantly update) the a -
Multiplying the Score
by tatiang ·Change Attribute game.multiplier to game.multiplier+1 -
Attribute Equaling another Attribute
by Adrenaline ·If you want attribute A to equal attribute B (even when B changes), use a constrain behavior. -
Attribute Equaling another Attribute
by eligames ·How do you make one attribute equal another like when one attribute increases how do you increase the other one automatically? -
Moving actors in a circle and/or a predetermined path
by Icebox ·You can spawn an invisible actor when the rotation takes place , it should work for any movement as well except for circle (i think) and you don't need any additional attribute. -
Chain with physics?
by RThurman ·Or perhaps, you can incorporate a test for when the chain explodes, and you can just reset everything back to its proper position using a couple change attribute behaviors. -
Chain with physics?
by RThurman ·It actually can be done without custom collisions. But it requires you to use a series of change and constrain attributes within each 'chained' actor. -
Chain with physics?
by GreenfroggGames ·Ok, was hoping it could be done with custom collisions... -
Chain with physics?
by GreenfroggGames ·I've made chain parts with custom collisions similar to @Socks Ball and chain demo. I put acceleration downwards on the chain parts and collide with "actor 1". So the chain falls dow -
How do I calculate the difference between two angles, on a scale...
by Adrenaline ·I found another way to work around it. Of course, there's no ignoring the processing speed...but given the specifics of my game, I was able to create another attribute that I can cross-check and sort -
Moving actors in a circle and/or a predetermined path
by Socks ·"I've tried constraining to x and y game level attributes but the following actor follows as if it's joined to the leader" -
How do I set which layer is chosen when they overlap?
by Socks ·When you click on this stack of layers (they each have a self.ID) they are told to change a game.attribute to their self.ID . . . . this will be done in reverse order from bottom to top (E,D,C,B,A). -
How do I set which layer is chosen when they overlap?
by marlee ·-The actors when touched turn on a global attribute for themselves. Background items and anything underneath have a rule that if the above actor is selected then they do not change colour. This seems